Overview:
------------
More shiping destinations from Bobby Ray's and Enhanced facilites.
The goal for this mod was game enhancement with player convinence and game balance in mind (I hope). It's nothing huge, just XML and map editing, but I did put a lot of love in this so I hope you'll enjoy.

Here's the story;
Once you reach mid-game, you'll probably have a base located at Cambria, San Mona or Grumm. The extended BR delivery locations make a player's life easier (for a higher delivery price ofcorse).
Facilites are revamped and I added a few new ones. You now have a place to effectively train every stat. With some training you can put some of the new mercs to good use. Also, you now have a few more income options. And most imortantly, I've extended the tooltips of Facility assignmets so now you know exactly what each Facility does ingame. Read below for more details.

Installation:
--------------
1. Install JA2 and the latest 1.13 build (Unstable 1.13 SCI DOWNLOAD HERE )
(You could also use the 4870 release, but you'd be mad to miss out on all the new stuff:)
2. Extract "S&F_minimod" archive into root/Profiles/UserProfile_JA2113
This way, the new files won't overwrite the original 1.13 files, and in case of problems you can easily uninstall this mod (by deleting TableData, Maps and RadarMaps folders form the profiles folder)
3. That's it, start JA2 normaly and enjoy.

Savegame compatibility: The mod should work fine with an already started campaign. I did a few map changes, so worst-case scenario - you could have an item or two missing from the map.

Story wise I imagine it like this:
Once you reach and secure a certain town you have acces to vehicles that can handle shipments from Drassen further on. The extra transport and handling makes the deliveries more expensive.
In Cambria you hire a few locals to take care of the shipments. In San Mona you broker a deal with Kingpin to take care of the stuff (but his price is steep). In Grumm, Freddo agrees to take care of your shipments. Meduna price is high since you gotta have the Queens guards on payroll in order to bring in stuff in her own backyard.

Shipments destinations:
Cambria G9 - House marked with Delivery west of Keith's shop
San Mona C5 - House marked with Delivery south of Hans' XXX shop
Grumm H1 - Freddo's workshop now has an extension in the south-east end of the house. The keys to the new shed are on his counter.

I chose these sectors as they're most suited for a base. Cambria and San Mona have Keith and Tony, so you can sell stuff you don't use right away. Grumm H1 has Freddo and Arnie to repair your electronics and weapons (since you can no longer repair them 100% on your own).

- I also removed other usless locations (New York, Bagdhad...) so you don't need to scroll while finding your desired location.

Map changes:
For the new deliveries I made a few cosmetical changes:
H1 - upgraded Freddo's house to receive shipments
C5, G9 - added crates for deliveries

Facilities enhanced:
------------------------
I focused on three areas: stat training, enemy detection and income.
Also:
- Added/changed Facility text descriptions where appropriate
- Changed/added Facility locations (see below)
- All facility tooltips show exact effect of facility
The space is limited for the tooltip descriptions so I had to use some abbreviations:
Staff# is the number of mercs allowed for that assignment
HLT = HEALTH, DEX = DEXTERITY...
MEC+ = Increase in MECHANICAL skill
Some costs are stated as "Cost per hour" and some (for PRACTICE assignments for exaple) as "Daily cost" since you'll probably be using them all day or longer

Stat training
---------------
I made some tests ( SEE HERE ) and noticed that attributes were very hard to gain by practicing or being a student.
For example you have a good merc but he can't carry enough. Although it is originaly intended, it was really a pain to wait almost 2 weeks for STR to go from 80 to 81. Not to mention AGI.
So I revamped the facilities to enable faster training of all stats (except for LDR which goes up pretty fast).

Here's my implementation:
- All attributes can be practiced with 300% performance (means 3x faster gain)
- All skills can be practiced at 200% performance
- All facilities for stat gain have costs (pretty expensive for the beginning, but by mid/late game you should be able to afford it)
- Certain facilities heve assignments for TRINER/STUDENT. These are exclusive to MRK, EXP and MED. Performance is 250% for both trainer/student, which is great, but the price is high.

Normally, the growth of stats is not the same for each stat and I gave all the new attribute/skill facilities a performance of 200/300. Now, to preserve the balance I made the price in ratio with the original speed of practicing. So you'll see that I made AGI practicing the most expensive, while EXP/MED training is the cheapest.

Enemy detection
--------------------
I believe that 1.13 default had the A.C.A facility too powerfull while the Alma Mil. Headquarters wasn't good enough to justify it's use.
So I revamped these facilites:.
- A.C.A now only shows enemies in radius of 2 sectors
- Military Headquarters detects exact groups in radius of 5 sectors and detects enemy groups in sectors patrolled by Mobile Militia, but you need a great merc to operate this facility
- ALMA has 2 new facilites: Satellite Access - Limited and Full (both detect enemies globally, but with varying precision. Refer to the tooltips and the list below for details). Their price is extremly high so use them to get a glimpse of the enemy locations then get the merc off the assignment or you'll go bankrupt.

Income
---------
I've changed the Drassen Airport facility to help your inital financial situation (HINT: there are 2 new very cheap mercs from M.E.R.C ideal for this).
I've added 2 new Facilites for income (In Alma and Estoni)
The Mine facility now has an assignment to increase the mine's income by 10%.
For balance reasons I've made high requirements in WIS & LDR for these facilities, so to make an extra profit, you'll first have to invest in cheap mercs to make them usefull.

Hospital
- now requires Loyalty of 60% to be used (since originaly, Steve and Vince won't heal your guys until you have higher Loyalty in Cambria)
- You can now practice MEDICAL
- DOCTOR performance of DOCTORing is now 200%, and Combat hospital has 150% (in regular 1.13 it was the other way around, which wasn't logical). Also I've adjusted the Medkit degrade rate as appropriate
- both assignments assignment now have a cost

Boxing club - you can now practice AGILITY and STRENGTH as well as HEALTH, with pretty good performance, but at a price

Shooting Range
- Is now much more usefull: You can now have Trainers and Students and you can gain a bit of DEXTERITY.
- Using this facility now has costs

Mine
- Practice Explosives performance increased, and now there is a small but deadly chance of an injury

National Museum
- new STAFF assignment with a chance to increase WISDOM
- high cost

Lab in Orta
- you can have trainers and students of MEDICAL and EXPLOSIVES with great effectivness (Students of EXPLOSIVE have a small chance of Fatal injury but not as high as in a Mine)

Revamped the use of Facilities to scout out enemy groups.
- A.C.A now only shows enemies in radius of 2 sectors
- Military Headquarters detects exact groups in radius of 5 sectors and detects enemy groups in sectors patrolled by Mobile Militia, but you need a great merc to operate this facility

Hospital - total Staff#: 4
DOCTOR:
Heal your wounded men here. You'll first have to earn the trust of the locals before you can use this hospital. Also you'll have to pay for the extra supplies needed. Staff#: 2, Cost per Hour: $100, DOCTOR performance 200%,
PRACTICE MEDICAL:
Put on your scrubs and learn from the local doctors. But you'll first have to earn the trust of this town, and the training and extra medical supplies will cost you. Staff#: 2, Daily Cost: $750, PRACTICE MEDICAL performance 200%,

Small Sleazy Bar (no changes except for 6 allowed Staff)

Prison Complex (no changes)

Small Airport STAFF:
Job offer at local airport: 2 guys needed for unloading of aircraft. Earn a few bucks and a slight increase in strength. Staff#: 2, Daily income +$300, 5% chance of STR+, Requirements: STR-70

A.C.A Building STAFF
Coordinated by a skilled commander, local militia are able to scout out the surrounding area for you. Staff#: 1, Detects exact enemy groups in radius of 2 sectors, Requirements: LDR-30 WIS-75 Loyalty-60%

Laboratory - Total Staff#: 6
STUDENT_MEDICAL
This high-tech lab has all the equipment and books necessary for medical studies. The queen's scientist made a few asstonishing breakthroughs in medicine, so expect a high degree of knowledge gain. Staff#: 2, STUDENT MEDICAL performance 200%, Requirements: MED-30 WIS-60
TRAINER_MEDICAL
The great conditions here allow for the trainer to give superb performance. Top class doctor required. Staff#: 1, TRAINER MEDICAL performance 250%, Requirements: MED-90 WIS-90
STUDENT_EXPLOSIVES
The queen's lab here has all the condition for top class explosive experiments. Although it's a controlled environment there's still a small chance for the things to go wrong. Staff#: 2, STUDENT EXPLOSIVES performance 250%, 1% chance of FATAL injury, Requirements: EXP-30 WIS-60
TRAINER_EXPLOSIVES
This high-tech lab has all the equipment and books necessary for the study of explosives. The conditions are top-notch so expect a high degree of knowledge gain for the STUDENTs. Top class expert required. Staff#: 1, TRAINER EXPLOSIVES performance 400%, Requirements: EXP-90 WIS-90

Gas Station STAFF
Get this old gas station up and running. Arulco is in need of gas, and if you can supply it, the locals will pay for it. Staff#: 1, Daily income +$3000 Requirements: LDR-35 WIS-80

Military Warehouse STAFF
You've found a huge warehouse full of military gear. An organized manager here can sell the army surplus to bring in some extra cash. Staff#: 1, Daily income +$1500, Requirements: LDR-35 WIS-80

Cambria:
Added Junkyard at G9. The locals started cleaning the mess from F9 to a Junkyard in G9. Luckily for you, you probably have a base there, which will make repairing of items easier.
G9 map - added a small junkyard to the north-east corner to justify the new facility

Estoni:
Now has the new Gas Station facility

Grumm:
Extra Munitions Factory in H1 for easier repairs (if you have a base here).

Meduna:
Added Combat Support Hospital in N3 to aid you in your final push

Credits:
--------
Headrock for externalizing Deliveries and Facilities
wil473 - I got the idea of income facilites from his UC mod
All other JA2 modders out there for making the game so great

Cool. I only disagree with decision to remove non-Arulco locations. It was just cosmetic, but added to immersion by showing BR as a service operating around the world and having clients other than player, and after navigating through several pages of equipment, you can sacrifice that 1.5 second to scroll down.

Nice ideas. Probably going to steal a few for upcoming AIMNAS XMAS release I haven't come up with myself.

Be my guest, smeagol. I've enjoyed your mod from the very begining, so your theft would be an honor:)
I must admit though, I still haven't tried the big maps project, gotta visit your part of the forum to see the new stuff...

As for the non-Arulcan destinations... I thought about that. Removing them does subtract a bit form the original immersion, but then I thought - what's the point since there's no functionality...hmmm
Maybe a comprimise: Arulcan destinations on top of list and then comes the rest. Or would you like all of them in A-Z order?

This going in the trunk? I'd be flattered, yes, but I still need to test and find a good balance.
My stat gains and prices are based on theory and some average calculations. I still need to make a fast play-through to see how it all actually comes together.
All feedback is welcome!

Thanx to all for the support so far, I'm glad I can finally contribute something, since this is an amazing community. Hell, we still got new players coming. Forums full of noob question - it's great really

As for the non-Arulcan destinations... I thought about that. Removing them does subtract a bit form the original immersion, but then I thought - what's the point since there's no functionality...hmmm
Maybe a comprimise: Arulcan destinations on top of list and then comes the rest. Or would you like all of them in A-Z order?

You don't need to remove "flavour" destinations, new ones for Arulco may be spliced in but getting everything arranged in the right order is a pain. This was done in UC-1.13 a while ago so all I remember is having to do the XML's twice when I figured out I need to manually alphabetize the list.

I would vote for a middle ground and remove about half the old 'flavor' locations to keep the list short, or even change the 'flavor' items to be a bit more international. no more than 2 US locations, one for each coast should be plenty.

Edit: Mine daily income is reset to 0$. Intended? Started old savegame; is new game required?

This mod is not intended for Arulco Revisited. At least not the Shipments part. If you install it on top of an AR install, you'll have C5, G9 and H1 maps from the original game (+my edits), so theoretically it should work. But AR changes some other stuff like NPC locations, city borders, etc. so you'll probably have some inconsistencies. Your mine income bug could be the first symptom.
Use at your own risk. I gotta first look into all the changes from AR and SDO, so no guarantees on compatibility, but...

Have some patience, because I was already planning to make a version of S&F just for Arulco Revisited - with edits to the AR maps for working new deliveries, more facilities and facility locations tailored for the AR map set.

Have some patience, because I was already planning to make a version of S&F just for Arulco Revisited - with edits to the AR maps for working new deliveries, more facilities and facility locations tailored for the AR map set.

it will be very cool if this addition will not conflict with WF maps too =)

Have some patience, because I was already planning to make a version of S&F just for Arulco Revisited - with edits to the AR maps for working new deliveries, more facilities and facility locations tailored for the AR map set.